By shifting your weaponary payload to the other side you can use side torso pods with no penalty, which increases SRM firing frequency. You lose one JJ, but you can use that for another DHS or another ton of ammo/TC. In the end, considering the free from penalities, it is worth the swap. (Smurfy has error in mini display but you do have the one JJ)
Interesting premise, now that SRMs work. Decent jump poke, no sub-90 limitation so brawling is a go, good cooling (nearly 8 sustained DPS leaning on 2SRM6). My take: I haven't got a clan pack to figure out quite how the actuators work, but last I heard, if you equip the lower arm actuators on one arm, you get the full range of motion on both arms, so make sure to turn your gimp arm's actuators on. At any rate, I think that moving both PPCs to the arm will be handy so your primary weaponry isn't limited to torso range of motion. I also recommend a second JJ on any mech that manage it so you don't lose flight if one JJ gets crit. Alternate 4SRM4 swap (10.6 sustained SRM DPS): At first I didn't think much of this build, but its starting to seem like a decent SRM brawler that can participate in the ranged game until its time to splat some cats.
Ahh, now I understand. the first JJ is bound to the CT. I didn't know that! Good idea. But for me personally it is a no-go because I would not be able to switch from left-side-shielding to right-side-shielding.
On Actuators: Yes, but not the full range. A limited degree on x-axis, but y-axis is fully actuated. But still pretty good for taking snap-shots and in dog-fights I presume. I may try it, usually I prefer one ERPPC safe and sound in the RT. On 4x SRM4: Pretty good idea! + higher RoF + tighter spread AFAIK + good compromise between more "Smack'em" and heat dissipation - negative perks of both S-torsos for the extra missile hard-points I would build it like this: